Questions tagged with Amazon GameLift
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When trying to securely connect a client through an Gamelift SSL generated certificate to a Game session we got an **RemoteCertificateNameMismatch** error. We are using a Websocket communication between game client based on Unity and the game session.
Hi community,
I was trying to initiate a Gamelift fleet using an zip file from s3 (created by CDK Asset). However the fleet created will get stuck in "Activating" for more than one hour and then error. No usable event log is emitted from console during "Activating". I can ssh into the game server in error status but not sure if that is helpful.
Any help would be appreciated on how to debug further.
(More context: the server files themselves are fine. I uploaded the zip file directly to create the script and the fleet from the script is created just fine). The s3 access rights seem to be okay too, I followed the example [here ](https://github.com/aws-samples/amazon-gamesparks-integration-with-gamelift/blob/c90c91e78712437c307eed4d7886ae75cda2cfe5/packages/infra/lib/matchmaking-stack.ts). The CDK code for uploading server to s3 and creating the script is as follows)
```Typescript
import { Role, PolicyStatement, ServicePrincipal } from "aws-cdk-lib/aws-iam";
import { Asset } from "aws-cdk-lib/aws-s3-assets";
import { Bucket } from "aws-cdk-lib/aws-s3";
import { CfnScript } from "aws-cdk-lib/aws-gamelift";
...
// Upload gamelift real-time server script as cdk asset
const scriptAsset = new Asset(this, "MyAsset", {
path: pathToScript,
});
const assetBucket = Bucket.fromBucketName(
this,
"ScriptAssetBucket",
scriptAsset.s3BucketName
);
const scriptAccessRole = new Role(this, "ScriptAccessRole", {
assumedBy: new ServicePrincipal("gamelift.amazonaws.com"),
});
scriptAccessRole.addToPrincipalPolicy(
new PolicyStatement({
actions: ["s3:GetObject", "s3:GetObjectVersion"],
resources: [`${assetBucket.bucketArn}/${scriptAsset.s3ObjectKey}`],
})
);
const script = new CfnScript(this, "RealTimeScript", {
name: `my-script`,
version: "0.1",
storageLocation: {
bucket: scriptAsset.s3BucketName,
key: scriptAsset.s3ObjectKey,
roleArn: scriptAccessRole.roleArn,
},
});
script.node.addDependency(scriptAccessRole);
```
I am working on an Unreal Engine 5 project and want to deploy the game on AWS infrastructure (Gamelift). But came to know that the Gamelift Server SDK and Gamekit doesn't support UE5 as of now. Is there any way around to deploy UE5 game server and backend on AWS or is it like 'if you guys are building on UE5, you have to wait until we roll out an update sometime in the future'? It will be really encouraging if you can share some good documentation/ articles on the topic as well.
I have set up my AWS account and I am integrating fleetIQ in a sample spring boot java project. I have created a Game Server Group named "TestGameServerGroup" and in my backend code I am listing the game server group. After that I am registering Game Server name "game-server-1" in my sample EC2 spring boot project.
Now when I update the status of the game server "game-server-1" to "UTILIZED" I cannot change it back to "AVAILABLE". I am trying to update it with SDK and CLI both, but none of it works.
The error that I am getting is "An error occurred (InvalidRequestException) when calling the UpdateGameServer operation: Unable to update game server from UTILIZED to AVAILABLE"
Command used to set UTILIZED status
"aws gamelift update-game-server --game-server-id game-server-1 --utilization-status UTILIZED --health-check HEALTHY --game-server-group-name TestGameServerGroups"
Command used to set AVAILABLE status which gives InvalidRequestException.
"aws gamelift update-game-server --game-server-id game-server-1 --utilization-status AVAILABLE --health-check HEALTHY --game-server-group-name TestGameServerGroups"
Why am I getting this error and can we directly update status to AVAILABLE after setting to UTILIZED? When are we supposed to set these particular statuses? Am I supposed to call any other GameLift FleetIQ API before setting status to AVAILABLE?
Main thing: my own game is about to get finished but theres some bug with matchmaking! my goal is to have more than two matches in one single server just like in any battle royale. also i have a bug where new players keep joining the ongoing game when it already started (and they shouldnt, just like in any br game). When using AWS Matchmaking. AWS will try to fill the amount of players the match is set for. Always. So, we tell AWS to stop back filling players once game has started. Here it’s not listening to our request.
Yes, autobackfill its disabled. its manual.
Player Sessions get updated everytime a Player Logs in the Game.
Its a auto mated process & is called by the server.
UpdatePlayerSessionCreationPolicy() << This is C++ function, we have BP which does the same.
And, the issue has nothing to do with PlyerSession Update.
Any suggestions? Has this ever happened to anyone?
I’ll pay if this gets fixed
Hi,
Is there a "Lobby" system in GameLift for players to be added in before they are assigned a game session? Similar to the Lobby service in PlayFab?
Thanks,
Bhav
Hi ,
Is there an AWS service that works as a game launcher for the client side so updates/patches etc are done automatically. Similar to gamelaunchercreator.com ?
We have created an FPS game with a server and client and rather than have the client available via cloudfront which has to be downloaded completely each time we update the client, we'd like to have a launcher in place which takes care of patches.
Thanks,
Bhav
Hello GameLift Devs,
Today, the GameLift team is excited to announce the general availability of AWS Local Zones. With this update, you can seamlessly provide gameplay experiences across 8 new AWS Local Zones in Chicago, Houston, Dallas, Kansas City, Denver, Atlanta, Los Angeles, and Phoenix.
Along with the updated support for Local Zones, we are adding new instance types specifically supported in the various Local Zone Regions, including C5d and R5d instance types. Additionally we are adding support for the next generation [C6a](https://aws.amazon.com/ec2/instance-types/c6a/) and [C6i](https://aws.amazon.com/ec2/instance-types/c6i/) instance types. Amazon EC2 C6i instances are powered by 3rd Generation Intel Xeon Scalable processors and deliver up to 15% better price performance compared to C5 instances for a wide variety of workloads and are ideal for highly scalable multiplayer games.
You can find updated pricing on the [GameLift pricing page](https://aws.amazon.com/gamelift/pricing/) as well as in the [AWS Pricing Calculator](https://calculator.aws/#/addService/GameLift).
For more information, please refer to our [Release Notes](https://docs.aws.amazon.com/gamelift/latest/developerguide/release-notes.html#release-notes-summary) and [What’s New post](https://aws.amazon.com/about-aws/whats-new/2022/08/amazon-gamelift-supports-aws-local-zones/).
Mark Choi, GameLift PM
I have uploaded changes to a Realtime Script that is causing problems with a GameLift fleet. I am getting SERVER_PROCESS_TERMINATED_UNHEALTHY, but the Logs column in the Events table is empty. Where do I access these logs?
I am writing a pure Swift game and thinking about using GameLift RTC. However I noticed that the client SDK is written in C# and the examples are with Unity.
Can someone explain if the C# client SDK can be built with native iOS Swift project (not Unity or Unreal)?
Hi all,
I'm trying to test sample code given by aws gamelift unity package. In local test panel it keep getting not configured in jre. I tried download it several times but still not working. I checked my environmental variables and it has Java_home. I'm using mac mini m1 and my unity version is 2021.3.4. Thanks in advance.
I am facing "bad ioctl syscall 35090" error when I try to build to WebGL by using Unity 2019.4 LTS. and Realtime Servers client API (C#).